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Genre: Adventure

Incomer

INCOMER Playtest Update #6

Hello! Thank you to the 147 people who have signed up for the INCOMER playtest. I appreciate any and all feedback, so by all means please feel free to hop into the discussions board and let me know anything you have on your mind, and thank you to everyone who has posted or contacted me directly so far, I appreciate it!

Here's what's in Update #6:

BUG FIXES

- Enemy AI has been improved as per player feedback. Additional work still to be done.
- Lighting issues caused by fans has been tweaked and fixed
- Bullet holes now child themselves to the hit surface, and move if they move (related to previous issue where bullet holes didn't move with doors when opened)
- Removed erroneous area in Level 1 which would damage the player when passing through
- Issue related to burst weapons randomly switching to single shot appears to no longer be an issue - can't take the credit here, it fixed itself


IMPROVEMENTS

- On-screen prompt for useables (lift controls, vending machines, etc.) added as per player feedback
- Additional signs added to the lift area to clearer indicate what it is, as per player feedback of not understanding where to go/what to do
- More coloured lighting, flickering lights, and coloured strobe lighting added as per player feedback
- Instadeath pits have been added as per player request


With this update the next tranche of playtesters will be added. Thank you to everyone who has fed back so far, your feedback has been invaluable. I still have a lot of feedback to work through!

Current workload can be viewed on the following Trello board:
https://trello.com/b/tdwtpiWr/unity-development

INCOMER Playtest Update #5

Hello! First of all, thank you to the 141 people who have signed up for the INCOMER playtest. I appreciate any and all feedback, so by all means please feel free to hop into the discussions board and let me know anything you have on your mind, and thank you to everyone who has posted or contacted me directly so far, I appreciate it!

It's been a while since my last update, felt like every time I was getting close, something else would come out of the woodwork. Here's what Update #5 holds:


BUG FIXES

- Enemy AI has been tweaked to prevent them clipping and losing their target - further improvements are incoming in future updates on this area
- The camera recoil when shooting has been removed as it wasn't providing the results desired - this will be reintroduced at a later date
- The '100 Credits' sign next to the Exit button on vending machines has been removed, as it was causing confusion that the Exit button may cost money.


IMPROVEMENTS

- Enemies are now alerted to nearby gunfire
- Lots of visual tweaks. The colour palette has been tweaked to reflect that of 90s shooters (specifically Doom, using the same PLAYPAL palette)
- Scrolling billboard advertisements have been added to levels
- Damaging pits have been added, that will slowly kill the player when they're inside that area
- Levels 3, 4, 5, and 6 have been added to the build. These are mostly alpha quality, and a warning has been added when this content is reached. They have been included in the build purely to test that the game builds with them in, and that the game can move between them correctly. They are, however, deeply unfun to play at the moment.
- The lighting has been changed in areas of the game, leading to a performance increase. However, some areas still need tweaking and therefore lights may look.. funky in some areas of the game.
- Additional SFX added, including things like player jumping sounds
- A notice has been added at the beginning of the game warning achievement hunters that the game will have additional achievements added further down the line. I've had multiple hunters contact me asking how to 100% the game, so I'm hoping this acts as a deterrent until the time where achievements are finalised.


With this update the next tranche of playtesters will be added. Thank you to everyone who has fed back so far, your feedback has been invaluable. I still have a lot of feedback to work through!

Current workload can be viewed on the following Trello board:
https://trello.com/b/tdwtpiWr/unity-development

INCOMER Playtest Update #4

A bigger update today based on lots of feedback and identified issues. There's also been a few overhauls to how inventory and the controls work. These have been play tested and appear stable, but as it's a new system for this update, it's possible there could be some issues. Thanks for everyone who has played and fed back so far!


BUG FIXES

- Fixed issue where Pause Screen no longer worked, relating to the new control system
- Fixed issue where the Retry button had stopped working on the Game Over menu
- Fixed issue where bullet hole decals were showing on the transparent section of enemy sprites
- Fixed issue with a glitchy floor below the core area on level 2
- Implemented a workaround for where when picking up credits, the notification is shown twice.
- Fixed mouse not being enabled on player death
- Fixed issue where the large one-way doors would be opened by pressing up against them
- Health now carries between levels, rather than healing up to 100 every time
- Enemies can now move through gaps of 2m height, although there are some exceptions relating to other issues
- Fixed issue where if you shot the blaster rifle, then swapped to the knife and attacked, you would gain 1 ammo
- Loading screen now only shows only whole numbers and no decimals


IMPROVEMENTS

- A new graphic has been added to the intro scene to remove the non-licenced placeholder
- A camera recoil has been added when shooting
- The game icon has been changed from the standard Unity one to a custom one
- Plastic barriers have been added, which are destructible and make noise when destroyed
- A sound has been added to indicate switching weapons
- Enemies now flash when damaged
- Barrels are now destructable
- Sounds added when clicking buttons on menu
- Doors make explosion noise when destroyed
- Money (credits) have been added as pickups
- Dispensers added that you can use, and buy health and ammo with credits
- Player now makes a sound upon death
- The side the doors have been retextured as when they were open they otherwise looked like normal walls
- Placeholder outro scene added, at the moment uses some canned text and the same graphic from the intro scene
- Debugging: Logging enabled to show when an enemy attacks, if their attack was successfully rolled, and if so what damage they dealt. The reason for this is because sometimes the enemies look like they're attacking but they don't do anything, I think this is because they're failing their melee roll (the game is based on an RPG system). if this is the case, it needs to be more visually obvious to the player.
- Core now makes explosion sound when destroyed
- The player can now jump
- Following feedback, more ammo, and more ways to get ammo (purchasing) have been added

KNOWN ISSUES

- Enemies are still janky as hell. They're not always alerted to player and enemy sounds, they sometimes lose their pathfinding, etc. They also still don't know how to open doors.
- Still some lighting issues caused by fans
- Weird issue recently discovered with the blaster rifle where it randomly switches to single shot instead of burst, after prolonged use. Still unsure what's causing this.

With this update the next tranche of playtesters will be added, completing all applicants. I may consider changing the application process to Open shortly. Thank you to everyone who has fed back so far, your feedback has been invaluable. I still have a lot of feedback to work through!

Current workload can be viewed on the following Trello board:
https://trello.com/b/tdwtpiWr/unity-development

INCOMER Playtest Update #3

BUG FIXES

- Fixed issue where upon entering the main game the screen began to flicker
- Fixed the Quit Game button on the main menu being unresponsive
- Fixed the loading screen not showing when transitioning between levels
- Fixed the loading screen sticking over the game when booting
- Fixed issue where transparent sprites weren't displaying correctly post-build


IMPROVEMENTS

- A death screen has now been added when the player dies, rather than a hard reset
- An in-game notifications area has been added (ala Doom/Quake) that shows some basic notifications such as what items are being picked up.
- A screen grabber has been added and can use used by pressing 'P'. Note that a confirmation notification will only be given in-game, however the function can be used at any point during the game. By default screenshots are stored in your Steam game directory (e.g. Steam Games\steamapps\common\INCOMER Playtest\INCOMER_Data).
- Additional interactable objects have been added, such as openable lockers. At present these don't give anything, but this will be a continuous upgrade with the intention of making more of the environment dynamic.
- More parts of the scenery have been made dynamic, such as fans, computers, etc. along with additional sounds.
- An intro scene setting the story has been added. Note this was a fairly late addition based on feedback, and as such the content in the intro is placeholder. If you're interested, the music is taken from Disposable Hero on the Amiga. Both the graphic and the music will be replaced for the next update.

KNOWN ISSUES

- Level transitions are not always fading UI elements. This appears to be due to the fact that some parts of the UI are rendering over the fader.
- There are multiple new lighting issues caused by the new fan element on levels.
- Level 3 has been included in this build, however is in a state of alpha.
- Music/graphic for intro scene to be replaced for next build.

With this update the next tranche of playtesters will be added. Thank you to everyone who has fed back so far, your feedback has been invaluable. I still have a lot of feedback to work through.

Current workload can be viewed on the following Trello board:
https://trello.com/b/tdwtpiWr/unity-development

INCOMER Playtest Update #2

BUG FIXES

- Fixed an issue where floor and ceiling decals were adding to the NavMesh, meaning enemy AI either saw them as obstacles (e.g. the hanging ceiling wires, enemies would walk around rather than through), and wires on the floor were seen as additional platforms, allowing AI to use paths through walls and out of boundaries of the level. This has been resolved by making them all non-static for now.
- Fixed the volume slider in the menu options to actually change the volume(!)
- The red light of the generator was only appearing on the level preview for level 2, it now also appears in the level itself
- Ammo and inventory now transfers between levels

IMPROVEMENTS

- Player movement has been tweaked, but will still need further tweaking. Upon start of the game, a Dexterity value is rolled. This was originally between 3 - 19, it has been lowered to 3 - 12, but an additional boost has been added. This still provides very different results depending on what you roll. Most likely this value will have to be increased in the next update and perhaps the range limited even moreso.
- Ability to look up and down added.
- Manual lighting draw distance increased.
- You can now mousewheel up and down to change weapons.
- HUD elements added to show inventory and currently equipped weapon.
- Notifications menu added to allow for in-game messages, such as detailing items picked up. This is a basic start and will require further development to flesh it out.

Special thanks to Malloid for playtesting feedback. Further amendments to come based on feedback.

Current workload can be viewed on the following Trello board:
https://trello.com/b/tdwtpiWr/unity-development

INCOMER Playtest Update #1

BUG FIXES

- Mouse is now enabled when using in-game options menu
- Issue resolved which caused directional animations to stop from looping
- Issue resolved which prevented enemy AI from moving through temporarily opened doorways
- Options button on the main menu now responds as expected
- Fixed issue where the player could continue in the active level while a new level loaded. The game now pauses while level loading is occurring.
- Playtest End screen at the end of the playtest now exits the application correctly
- Implemented a workaround that was causing the HUB to not load in-game for Steam only (worked in editor build). A proper fix will be required at a later date.


IMPROVEMENTS

- Knife attack range decreased from 2 to 1
- Lights and switches make smash sound when destroyed
- Wall lights are now destructible
- Doors are now destructible
- Grain removed from Post Processing FX


Current workload can be viewed on the following Trello board:
https://trello.com/b/tdwtpiWr/unity-development